Chain Lightning
Chain Lightning | |
---|---|
Level | 9 |
School1 | Air |
School2 | Conjuration |
Source(s) | Book of Annihilations |
Casting noise | 25 |
Spell noise | 10 |
Power Cap | 200 |
Flags | Area |
Releases a massive electrical discharge that arcs to the creature nearest the caster and then outward from it. The further it travels, the less damage it does. Secondary arcs have limited range and do little damage to the caster. The spell's damage partially bypasses armour and resistance to electricity.
“The trouble ain't that there is too many fools, |
Chain Lightning is a devastating but unwieldy level 9 Conjurations/Air Magic spell which unleashes a massive surge of electricity. There is no way to actually aim the spell - when cast, the surge simply comes into being, blasting targets until it grounds out. It has a tendency to damage the caster, but they receive a great reduction in damage.
Spell Details | |
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Damage Formula | 3d(2*Power/3) electricity |
Max Damage | 3d133 |
Max Power | 200 |
Range | LOS |
Targeting | LOS |
To-hit | Automatic |
Special | Partially irresistible |
Mechanics
The initial arc strikes the nearest valid target. Each consecutive arc hits every valid target in LOS (including the caster and their allies) within three spaces of any victim of the previous arc, unless that target has already been hit. This continues until there are no new targets.
Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced by one arc's worth from range 2 to 4, and two arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies. However, the caster is partially protected, taking only one-sixth damage. With rElec, this damage is almost negligible, and even without rElec it doesn't do much (expect 10-20).
Strategy
Chain Lightning deals incredible damage against single targets, without the delays of Maxwell's Capacitive Coupling. It also works nicely as an area-of-effect spell: arcs will hit targets, close or far, for decent damage, and it doesn't get weaker when hitting more targets. The optimal cast is when against 1 (or more) adjacent opponents, with a dense pack of monsters nearby.
At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At maxed out spell power, it becomes one of the most potent damage sources in the game, bolstered by it partially ignoring electricity resistance.
However, as a level 9 spell, its tough to cast for a typical 3 rune character. Worshippers of Vehumet and/or those with high aptitude in magic (Tengu especially) are best suited to use this spell, while other characters can settle for spells like Lightning Bolt or Iron Shot.
Tips & Tricks
- Wielding a staff of air provides a significant boost to damage, and grants you resistance to the self-damage; definitely consider wielding one if you can find it.
- Plants, fungi, and bushes are not valid targets for Chain Lightning, so they cannot extend the range of the spell.
- Followers of Beogh, Yredelemnul, or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.
Monster Version
Some monsters can cast Chain Lightning which functions identically to the player version. Watch out for Nikola's 264 damage, if you have no rElec and are adjacent to him.
The following enemies cast Chain Lightning:
- @ Nikola (3d45 damage)
The following enemies may be able to cast Chain Lightning, depending on their spell set:
- & Pandemonium lord (3.4% chance)
History
- The spell was reworked in 0.27. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell that went from target to target, dealing reduced damage each time. Also, the spell's damage couldn't partially bypass resistance to electricity.
- Chain Lightning was added in 0.1, replacing Orb of Electrocution.